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THE 

BATTLE 

IF 

ZEIGHTY 

Copyright (C) <P> 1982, By 



P.O. BOX 596 710 UPPER JANES ST. 

FALLS STATION HANILTON. ONTARIO 

NIAGARA FALLS. NY CANADA. L9C-2Z8 

U.S.A. 14303-1598 PHONEi 416-389-6086 



BATTLE OF ZEE I GUT Y 



*J MC3 Sca-F'fci^sii— ^ Internati anal 



This Program and Documentation is 
Copyright <C) 1982 by JMG Software International. 



Program and Documentation written by 
George Geczy 



JMG So-ftware International 

710 Upper James St. P. 0. Box 598 

Hamilton, Ontario Falls Station 

CANADA L9C 2Z8 New York, NY 14303-1598 

Phone : (416) 389-6086 U.S.A. 



IlvJTRCDDLICriCllNl, 



Congradul ations ! ! You have just been appointed General of a 
small and struggling army, in a small and struggling country. 
You should consider this an honour, even though the army has had 
six generals in the last two months. Somehow, each general 
seemed to mysteriously disappear after a battle was lost... 

As you come to take over, you find that the army is in a bad 
position. After losing six battles (and six generals) in a row, 
you hold the last hope. 

The army with which your country i s at war has an abundance 
of strongholds that the your battered forces couldn't even hope 
to take, but there is one chance — the Zeighty pass. This pass 
is the only major route through a range of mountains, beyond 
which is enemy territory. This pass is the only supply 
connection between the enemy territory on the far side, and 
their many armies and strongholds on this side. If this supply 
connection were to be cut, the armies on this side would soon 
have to surrender for lack of food and materials. 

Now you know your objective — the Zeighty Pass. Since this 
is an excellent defensive stronghold, only ten enemy divisions 
are used to guard it. Because of the surrounding mountains, the 
area is easily patrolled, and any intruding divisions are easily 
seen at all times. The general that controlled the army (before 
you) managed to set up a base at the southern end of the pass 
(to act as a headquarters); you must now choose ten divisions of 
your army and take them in for the counter-attack. 

To capture the pass, you must destroy the enemy base at the 
northern end. You need not destroy all their army's divisions, 
since they will have no headquarters to organize themselves once 
their base has been destroyed. But even if you do destroy all 
the divisions, you must still destroy the base to capture the 
pass. And while you are doing that, you still have to protect 
your own base; if they destroy your base, your attack will end 
in failure. 



Now it's all up to you. You can either come home as a hero, 
tnd up as ex-General number seven. 



Good Luc k 



F"r" o<p r~ ai m 



This simulation is set up using the "turn" system; you first 
give orders to all you divisions, then the movements and battles 
are resolved -for both sides at once, and then you start the next 
turn. This continues until one side becomes victorious. 

It is important to note that this program does not cheat! 
Some battle simulations programs take a look at your orders and 
then move their troops accordingly, but this program does not 
need to do that to win. The computer moves only from available 
information, so you can plan surprise moves and tricky 
strategies; but beware of the computer's surprises! (Of course, 
the computer has an advantage because of the fact that it is on 
the defensive. Because of this, the computer knows where your 
divisions are before you know where its own are. ) 

When the program starts up, the following things will happen: 

- You'll see a title page at the start. Just press any key to 
start the program. 

- You will then be able to choose your attacking force, by 
selecting the types of divisions that you want to use. (This 
will be descibed in much more detail later.) 

- The first turn will then begin, after the "map" is drawn on 
the screen. 



The next few pages will explain the last two items in much 

greater detail. But first, on the next page you will get a 

short description of the methods used for entering data and 
answering questions in the program. 



Program Data Entr-v' 



This section covers some of the "protocol" used by the program 
whenever it waits for some input from you. 

In an attempt to be consistent, there is a basic rule that is 
used: Press the <ENTER> key after you type something. As 
always, there are exceptions, but most of the exceptions are 
very logical. In more detail: 

- There will be many times when you will have to answer Yes or 
No to a question. With these, you will be asked to press "Y or 
N", referring to pressing the appropriate key. When you do, the 
entire word "Yes" or "No" will appear, and a cursor will flash 
after it. Now if you press «-> (Left-Arrow), the word will be 
erased and you will be allowed to try again. Otherwise, press 
<ENTER> to complete your answer. 

There will be many times when you will be asked to type in a 
number consisting of a single digit. After you type a number, no 
keys will be accepted other than <♦-> (Left-Arrow) to erase it, 
or <ENTER> to enter it. As before, the cursor will flash after 
the number until you type something. 

Now here are the exceptions: 

- After you deal with each division during the game, you will be 
asked to "Press <ENTER> to Continue, OR press a Command Key". In 
this case, the commands are denoted by letters (such as <H> for 
Help), and Just pressing the key will invoke the command. 
Pressing <ENTER> instead will send you on to the next division. 
You don't have to worry about this at all right now; commands 
will be described later, and you will be given prompts on the 
screen to help you. 

- The other cases are very specialized, and they will be 
mentioned later, along with the situations that they are used 
in. 



A final note: You will usually hear very small audible "clicks" 
whenever keys are pressed, if you have an amplifier hooked up to 
the cassette cable. 



S^-tt±nczj t— 1|=> "V o i_i i— Divisions 



As mentioned before, you will have to set up the divisions 
that will form your invading forces. A "division" is the 
smallest part of your army that can be independently commanded; 
it is made up of units that are all of the same type (eg. Tank, 
Infantry, etc.). In setting up your attacking force, you must 
choose the 10 divisions that you will take with you from the 
four different types available. These types are: 



1) Armoured INFANTRY (A) 

2) TANK <B> 

3) MINE DEPLOYER <C> 

4) ARTILLERY (D) 



The divisions will sometimes be refered to by their number, 
sometimes by the letter that is associated with each one. 



When you are in the "Setting up Divisions" section of the 
program, you will see the same chart of the division types on 
the left side of the screen. On the right side you will see ten 
lines, starting from "Division t»0" going up to "Division #9". 
There should be a question mark flashing next to "Division #0", 
and at the bottom of the screen it should say "What type for 
Division #0 ?". You must now choose from the four types at the 
side. When you have decided what type of division you would like 
it to be, just press the NUMBER that is associated with that 
type. The number will appear in the spot where the question mark 
was, and a "cursor" will flash at its side. As mentioned before, 
you can either press <ENTER> to go on, or press <«-> (left arrow) 
to erase your entry and try again. After you press <ENTER>. the 
flashing question mark will appear for the next division. This 
will continue until you have entered a type for all 10 of your 
divisions. At that point, you will be asked at the bottom of 
the screen : "Is this OK (Y or N) ? ". If you reply with a <Y> 
<ENTER>, you will go on to the next part of the program. If you 
reply <N> <ENTER>, then you will be prompted to re-enter all of 
the division types, starting with division 0. 



The next page will give you much more information on the 

differences between the different division types. This 

information will be essential for you to be able to make the 
proper decisions on which divisions to choose. 



Setting Up Divisions, continued. 



Here is a description of the different division types: 



A) Armoured Infantry : 

Armoured Infantry divisions are composed of infantry troops on 
armoured personnel carriers, with some heavy weaponry. While 
they are relatively ineffective on the attack against Tanks and 
the Base, they are quite good at protecting themselves from 
artillery and minefields. They are also excellent on the attack 
against other Armoured Infantry Divisions and Artillery 
Divisions (at close range). 

(B) Tanks : 

Tanks are genarally effective against all other divisions, but 
they are vulnerable to artillery bombardment and minefields. 
Their range is almost four times that of the other division 
types, but the strength of each attack greatly diminishes at the 
larger distances. 

(C) Mine Deployers : 

Mine Deployers (also called "Mining Divisions") are generally 
ineffective in attacking any of the other divisions except the 
Base. They are specially equipped so that they can cause some 
damage in attacking a Base (yet they are still not as powerful 
as a Tank against a Base). But the most important feature of the 
Mine Deployers is the fact that they can lay minefields along 
their path. Minefields are powerful against all divisions except. 
Armoured Infantry. (Of course, a Division has to step onto a 
minefield before it gets damaged.) Your own minefields cannot be 
seen by the enemy, and you cannot see theirs either. 

(D) Artillery Divisions : 

Artillery Divisions are relatively ineffective on the attack 
against other divisions, though they do cause some damage 
against Armoured Infantry and other Artillery units. But their 
most important feature is the fact that they can launch 
artillery bombardments into any spot in the entire Zeighty Pass. 
Artillery bombardments are a powerful weapon against most 
division types (with the exception of Armoured Infantry), and 
they can be very important because of the fact that they are not 
limited by distance. 



Those are the four division types that you have a choice from. 
Each one can move, and they all move at the same speed. Your 
Base, of course, cannot move; but it CAN attack other units. In 
most cases, the Base is the most powerful unit for attacking, 
and it also has the longest range. The base is also capable of 
firing artillery. (cont...) 



Setting Up Divisions, 



cont i nued . 



The following will probably be your most important aid in 
selecting which divisions you would like. It is a Chart of the 
relative Strengths of each division against each of the others: 



To use this Chart: 

Going dawn the left is a list of all the division tvpes, as well Artillery Boibardients and Minefields. 
These are all the possible Offensive (attackinql divisions or weapons at your disposal, Accross the too 
is a list of all division tvpes for the Defensive. To find out how powerful (in relation to the others! 
a Division is when on the attack against another division, look up the attacking unit on the left and 
the defendinq unit on the top. The nuiber at that position is the relative strenqth, where T is the 
weakest and "10* is the eost powerful. 

NOTE : These values are only approximations, and the actual calculations for attack strengths are euch 
■ore coiplicated. In real battle there is always the unexpected factor; the defending unit will have 
varying degrees of success at evading the attack, so the nuibers in the chart will represent the 
relative MflXIrtUM strength. 



Defendinq --> 
Attacking I 


Arioured 
Infantry 


Tank 


Artillery 


Mining 


tut i 

i 


Areoured Infantry 


10 


3 


7 


10 


3 ! 


Tank 


7 


B 


6 


6 


6 


(lining Division 


3 





1 


1 


5 


Artillery Division 


4 


1 


3 


4 





Base 


6 


7 


6 


6 





Minefields 


2 


10 


5 


7 





Artillery Boibardient 


2 


8 


......J........ 


5 


3 



IMPORTANT NOTES: 

- Minefields do daiaqe when they are stepped in. (Even if you step in vour own.) 

- Artillery Boibardients are difficult to an; everything froi bid terrain to wind can cause thei to 
•iss their selected target spots. Chances of artillery iissing are froi 1 in 2 to 1 in 4, 

- The range of attack for lost units is only to an adjacent area (described latirl. Exceptions are 
Tanks (range « 4), and Bases (range = 3). As lentioned before, the range for Artillery Boibardients is 
unlimited. 

- Once again, a rennder that the values in the chart are APPROBATIONS of the NfHIIlUn strenqth. 



On To B«=»-fctl 



Some of you might be a bit confused as to some of the 
descriptions of what the divisions do, since you do not yet know 
HOW t,he battle takes place. But now that we have completely 
covered the "Setting Up Divisions" portion of the program, the 
next thing is the battle itself. 

After you reply with a <Y> to the "Is This Correct ?" question 

in the Setting-Up display, the screen will clear and the "Battle 

Screen" will be drawn. 

As it is being drawn, the following message will appear at the 

bottom: 

No Enemy Divisions have been Sighted Yet... 
This indicates that you have just entered the Zeighty Pass, and 
that none of the Enemy Divisions have been spotted. 

As the screen display is drawn, your divisions will be placed on 
the "map". When finished, the screen will look something like 
what follows: 

(NOTE: The numbers are your divisions, and the "*" is your base. 
The position of these is DIFFERENT EVERY TIME! This is a sample) 



_^ 








_*. 






__ _ 


_*. 




, 


< 




















> 


< 




















> 


< 




















> 


< 




















> 


< 




















> 


< 


<£> 


















> 


< 








1 T 












> 


< 






S 


2 












> 


< 


O 




4* 


3 












> 


< s 






S» 


■a- 












> 






















■ -*- 


o 


e: 


n 


^myr 


Divisia 


n 


^ 


S I BHTED 






o 


e 


r-i 


^mv" 


D± ■>>/■ ± S3 X <=> 


n 


S3 


destrome 


D 




TURN 


=** 


1 


Presi 


«3 




< ENTER > , 


or 




p»r-e 


S5S 




«•» CMD- Key 


< 


<; 


M > 


-for- HELP) 





The top 12 lines of the screen are the "map" of the Zeighty 
Pass. The size of the pass is what is shown on the screen; it is 
divided up into a matrix of locations ("areas", or "spaces"), 
and it is 30 spaces wide, by 10 spaces long. In comparison to 
the description of Zeighty Pass: the mountains are on either 
side, and clear areas are off to the top and bottom. The enemy 
controls the top areas, and you are approaching from below. 



The Battle, continued. 



All ten divisions of the enemy (and his Base) are somewhere in 
the top areas o-f the pass. In the first turn, since you just 
arrived at the pass and set up base, you cannot yet see any of 
his units. (In later turns, you will almost always be able to 
see at least some o-f his units.) Most of his units will be 
positioned in the top 4 rows, somewhere between the middle and 
the right side. 

Your Mission: Find them, and destroy the Base! ! 

Some information you'll need before we start: 

- Since they are on the defensive, they already know where you 
are. They also have their base in a better location, so they 
will be able to see you at all times. You, unfortunately, will 
have to put up with them passing in and out of your view. There 
are four ways in which you will be able to sight an enemy 
division. (Those divisions that you sight will be shown on the 
map symbolized BY A LETTER. The letter will represent the 
division type. (Eg. "A" for Armoured Infantry, "B" for Tank, 
etc.)) The four ways that you can sight them: 

1) Even at- a distance, they might not be able to conceal 
themselves. (Eg. they raise dust as they move, or they cross 
into a clearing, etc.) In these cases, the unit will appear on 
the map. 

2) When they attack you, they must appear. 

3) When they are in close range (usually less than 4 spaces 
from one of your divisions), you will see them. 

4) Whenever you hit them by an Artillery Bombardment, you will 
see them. This case is different from the other three, in a very 
Important way: with the others, you know EXACTLY where the unit 
is, so you will be able to attack it (if you are in range). If 
you hit it with artillery, you only know that it is SOMEWHERE in 
that particular location on the map. Since each area is rather 
large, you will not know his location with enough accuracy to 
actually attack. (Unless, of course, that particular division is 
also sighted by one of the above three methods as well.) 

The exception to some of these rules is the Enemy Base. Since it 
does not move, you cannot sight it using rule #1. Also, all 
other divisions can easily move out of your sight; but once you 
see the Base, you know where it is and it won't move. But 
remember rule #4! It applies to the Base also, and it is very 
important. If you "sight" it with artillery, you will still not 
know its exact location until you either get close (under 4 
spaces), or it attacks you (its max. range is S) . 



On to Battle, continued... 



The next few pages will describe the "Orders" you will have the 
option of giving to your divisions. But before we get on to 
that, here is an overview o-f the way the program is set up: 

- At the start of each turn, you are shown the number of Enemy 
divisions that have been Sighted/Destroyed, and are given the 
prompt to "Press <ENTER>, or a CMD. Key (<H> for HELP)". The 
commands will be described later, and for now we'll deal with 
pressing <ENTER>. When you press it, you will start to give 
Orders to your divisions, one by one. For each one you will be 
asked questions in the following sequence (Details on the 
questions will appear on the next pages): 

- Which direction do you want the division to move (does not 
apply to Base.); 

- Would you like to attack (but only if there are enemy 
divisions sighted); 

- For Artillery Divisions and Base: Would you like to fire 
artillery; if so, where to target it; 

For Mine Deployers: would you like to lay a mine. 

After the question for the first division, it will say "Orders 
Given", and give you a chance to either run a Command, or go on 
to the next division. Once all the Divisions have been covered 
(from to lO, with division 10 being your Base), then the 
END-OF-TURN routine is invoked 

In the End-of-Turn, both your orders and the enemy's orders are 

resolved, almost simultaneously. This too will be described in 

more detail a little later on, but here is a summary of the 
actions taken during this phase: 

- Movements are resolved, 

- Artillery Bombardments are fired, 

- Attacks take place, 

- Destroyed divisions are removed, 

- Sighted division appear into view, 

- And a check is made for a win or loss (if any Bases are 
Destroyed) . 



Now, on to more detail, 



Qi vi ng Ordei-s 

For each division, you will be asked to give certain orders. The 
orders will -follow a certain sequence (as described before), and 
will be stored until the End-of-Turn. The following is a 
description of the questions that will be posed to you: 

All divisions except the Base will be asked about movement. The 
bottom of the screen display will appear as follows: 

DIVISION s O #=li-m_ In-f. 

< 1 OOO UNITS) -7Q«5» 

MOVETs WHICH DIRECTION T» -^O^, 

1 23 

This gives you the Division Number, so you can identify it on 
the screen; the Division Type (in this example, it's Armoured 
Infantry); and it gives you the NUMBER OF UNITS that the 
division has. The number of units represents the strength of the 
division: all of them start with 1000 units, and lose some for 
each time they are attacked; as soon as this number goes below 
zero, the division is destroyed. After you participate in a few 
turns of attacking, you will discover the approximate amounts of 
units that you lose in certain attacks (more on this later). 
Underneath this Information is the question you are to respond 
toj It asks you to press the number of the direction in which 
you want to move. The box of numbers on the right side 
shows you which numbers correspond to which directions. If you 
have a numeric keypad, picture your division as the "5" In the 
middle. If you don't, then use the chart on the display. This 
way, you can choose which space you would like to move to for 
next turn, as follows: 

7 8 9 
*\ t S" 

4 t, 

1 2 3 

Your division is the "0" In the middle, and the adjacent spaces 
are represented by the numbers. If you don't want to move, then 
press <0> as the response. Otherwise, press the proper number. 
(If you have a numeric keypad, you will notice that the "5" is 
In the center position; we recommend you to use <0> rather than 
<5> to show that you don't want to move). 

As was mentioned at the start of this manual, you will have to 
press <ENTER> after the number you press. (Or you can press the 
< > (left-arrow) to erase your choice and try again.) 

After you make your decision, it will be stored and you will 
move on to the next question. 



Orders, continued. 



If there are any Enemy divisions sighted, you will be asked thi; 
question : 



DIVISION s O Ar-m. I n -*= _ 

Woul «=J You l_± t<t=» to ATTACK *? 



You have the option of pressing <Y> for Yes, or <N> for No. If 
you reply No, you will go on to the next question. If you reply 
Yes, then the following will occur: 

— The screen will show (at the bottom): 



DIVISION ■ O #=>r-m_ I n -F _ 

UJr-»i<=|-i D± v± ss± <=>n to Attack ~? 
< F'r- ess Number , ot~- <X>> 



- All the sighted enemy divisions will begin to flash 
(remember that the "partially sighted" divisions will not); they 
will alternate between their regular symbol (the letter) and 
their division number. To attack one of them with your division, 
just press the number of the enemy division that you would like 
to go against; if you would like to attack the Base (which 
flashes with a ":"), then press either <*> or <:>. (If you 
change your mind, then Just press the <X> key to abort.) The 
order will be recorded, and you'll go on the the next question. 
Before we do go on, here is some information about attacking: 

Whenever one or more enemy divisions are sighted, you will be 
asked the question "Would You Like to Attack ?". But this does 
not always mean that you will be able to attack; the attacks are 
governed by whether or not you are IN RANGE' The attack range 
for the Base is 5 spaces, for a Tank it's 4 spaces, and for all 
others it's one space. (One space is the distance to an adjacent 
location.) This is the important thing to remember about 
attacks: Attacks are resolved AFTER MOVEMENT! ! So even if you 
are not in range right now, It is possible to give the order to 
attack. Then, after the movements, the attack will be resolved 
if you are close enough. 

>>> If You Are Not In Range, The Attack Will Be Ignored. <<< 
In just the same manner it is possible to be in range when you 
give the order to attack, but then move apart before the attack 
is resolved. The divisions will therefore be out of range. 
That's all we have to say about attacks for now. 



More Orders. 



Now comes Artillery. This section applies only to Artillery 
divisions and your Base; the question will not be asked for the 
others. 

The question will be shown as -follows: 

ID I V I S I Oivj = i Art ± 1 - 

UJ «=> cji I ci You I A l< ^ to 

F^ir-e? ARTILLERY T* 



If you reply with an <N> (No) , then you will go on to the next 
frame. If you reply <Y>, then you will see this display: 



DIVISION = X Ar-til. 

F'cD^xticDn Tsr-g^t Wi th A r~ r~ c=> vj Ke?v" 
Press < E£|N|TE£F? > to Lo<=k-on. 



A small crosshair ("+") will appear in the top right-hand 
corner, and It will flash. Using the arrow keys, you will be 
able to move the crosshair over to any location on the entire 
map. Choose the spot to which you would like to fire your 
artillery, and then position the crosshair on top of it. You can 
then just press the <ENTER> key to "lock" the target on. The 
order, as always, will be stored until the End-of-Turn. (If you 
change your mind, and decide that you DON'T want to fire 
artillery, then just press <X> to abort it.) 



Here is some information about Artillery Bombardments: 

- All artillery bombardments are resolved AFTER movements, right 
before the attacks. So when you plan your artillery, remember 
that the enemy divisions will get to MOVE first 1 

- If the bombardments hit an empty space, they will not affect 
anything. If there is an unsighted division in that space, the 
the division will become "Partially sighted", as described 
before. 

- Artillery Bombardments cannot be aimed with great accuracy; 
therefore, there will be many times when the artillery will not 
hit its target directly. (This would mean that it hits an 
adjacent space.) The chances of this happening are from 1 in 2 
to 1 i n 4. 



Last Page of Orders. 



The final orders you will have to give are only used with Mine 
Deployers. (The question will not be asked -for any other 

division types.) 

The screen display should look something like this: 



DIVISION s 3 Mining 



Woul d Yocji l_i l<e~ -to 



Answer either <Y> (for Yes), or <N> (for No). If you reply "No", 
then no action will be taken. If you reply with "Yes", then the 
command will be stored until the End-of-Turn. 



This is what happens when you lay a minefield: 

Right after your divisions move, your minefield will appear on 
the screen. It will appear IN THE SPACE THAT THE MINE DEPLQYER 
JUST MOVED OUT OF. If the mine deployer does not move, then no 
minefield will be laid. 

Your minefields will appear as a "." (dot) on the screen. After 
they are laid, they will remain until any division (friend or 
foe) steps into the spot. 



Here are some more facts about minefields: 

— Even though you can see your own minefields, the enemy cannot. 
But the same is true the other way around; you are not able to 
see any of the enemy's minefields. 

— Minefields are usually destroyed if an Artillery Bombardment 
hits the spot; this can be useful for "clearing your way" 
through a path of minefields. 

— There is a major difference between your minefields and the 
enemy's minefields; namely, whenever something steps into one of 
your minefields, the minefield is removed ("used up"). With the 
enemy's, the minefield remains even after it is stepped in (but 
you still cannot see it). This means that it is possible to 
step into an enemy minefield, move away, and then step right 
back into it in the same spot. 



Orders 13 i v^m 



That covers all the possible orders. To recap: 

1) Movement (except Base). 

2) Attacks (only if enemy sighted). 

3) Artillery Bombardments (only -for Artil. Divisions and Base) 

4) Mine Deploying (only for Mining Units). 



After the orders are given for a division, you will be presented 
with something resembling the following information: 

DIVISION s O f\r-trt. I n -F _ 

Orders €3±veri_ 

•=■1— ess <EMTE:R> to cron-t i n«_»e , <=»t— 
press a CMD _ Key <<H> for HEELF* > 



If you choose <ENTER>, to continue on, then you will be asked to 
give the orders for the next division. The short process is 
repeated for all your divisions (0 through 10). After you give 
the orders for your Base, (division 10,) the End-of-Turn process 
will begin as soon as you press <ENTER>. 

After the End-of-Turn takes place, you will begin the next turn 
(until one side or the other becomes victorious). 



But before we describe the End-of-turn, it seems fitting now to 
describe the "Commands" you have at your disposal. These will 
begin on the next page. 



Ccjmm an d s 



There are not very many of these, so here's a list: 

<H> - HELP! This allows you to view some helpful summaries. 

<I> - INFO. This is a chart of information about your divisions. 

<S> - SURRENDER. This seems sel f-expl ani tory . 



You can ask for a Command whenever you see the prompt: 
Press <ENTER> to Continue, or 
press a CMD. Key (<H> for HELP) 

As the prompt says, to invoke a command just press the proper 
key <<H>, <I>, or <S>) . (No need to press <ENTER> afterwards.) 
As soon as you finish with the Command, you will return to the 
prompt. 



Here is a brief description of the three Commands: 

<H> - HELP 1 This allows you to view a "HELP" file. This file 
contains a summary of many of the things covered in this manual. 
As soon as you press <H>, you will be given instructions on how 
to use the file; you will need to use the Up- and Down-Arrow 
keys to "scroll" the file. The bottom four lines will provide a 
"window" on the file, and you can move this window up or down 
with the appropriate arrow key. To exit the file, just press 
<X>. 



<I> - Information. This allows you to see a listing of some 
information about all of your divisions. It gives you the type 
of division associated with each number, the amount of units it 
has, and (if you have already given commands to it in the 
current turn) it tells you which direction it is moving and 
whether or not it is attacking. 

The Display will be in the following format: 

*=»r-r-c3fc-j Ke=ys Scroll , <X> EEx ± t«s _ 
D I V TYPE UNITS #=»TT*=»C:K D I F* 

O Ar-m. In-F _ 1 OOO Yes 1 

1 «f-"t± 1 _ 1 OOO Mo S 



(Note: as always, the data is only a sample!) 

(Info, continued next page...) 



Commands, continued. 



The <I> Command (cont.) 



The information provided can be very useful; it allows you to 
see which of your divisions are of each type (in case you 
forgot). It also gives the number of Units that are remaining in 
the division (these were described earlier). The last two 
colomns are only used AFTER you have given orders to that 
division in the current turn. If you have, then it will show 
whether or not the division is attacking; it will also show the 
direction in which the division is moving. 

At the top of the display, it gives you the instructions on how 
to use the Information File: by pressing the Up- and Down-Arrow 
keys, you will be able to scroll the two-line display. When you 
want to return, Just press <X>. Simple! 



<S> - Surrender! This command allows you to give up the battle. 
After you press <S>, you will be asked to confirm it. (It will 
ask, "Are You Sure ?") If you reply with a <Y>, then you will be 
shown the locations of ALL the enemy division and their Base (if 
you haven't already found them). And after that, you will be 
given a full-screen listing of all the remaining divisions and 
the number of units in both armies. (This way, you can see how 
much damage you've done to the enemy.) And to finish off, you 
will be given an inspiring message about your performance. 



And those are your three commands. Now we get on to the end. 



END — OF"- 



LJRIM 



This is where all the action happens. Note: it is recommended that you 

connect an amplifier or earphone to the cassette cable, so that you Mill 
hear the sound that is used in this part of the program. (Instructions 
for connecting it are given in the "Program Initialization" Manual.) We 
admit that the sounds are not really great, but they help a lot in 
keeping up with the events occurring on the screen. 

There are a few symbols that will be used during the End-of-Turn 
that you should be aware of, and they are summarized in the 
following tables 



Syibol 


Represents 


Description 


7. 


Artillery 


This syibol mil dicker for ibout 1 second over in 
irei that is hit by in Artillery Soibirdient. 


1 


Minefield 


The solid graphics block Hill dicker ahenever i 
division steps into i linefield. 


X 


A Battle 


Hhenever i battle is in progress, in 'V nil! be 
placed over the involved divisions. 


Ii3:i:icii3iii:i 


A Hi nef i el tt 

3ZSSSS2SSSX2SZ3S32S2SSSSSSS 


If one of your nine Deployers lavs a tinefield, | 
this is what it Kill look like on the screen. 

!iEs:::3it:ti:::::::tiEii::tiiit:ii::s::>ii:3iiaiii:::i::l 



Now let's take a look at each phase in the End-of-Turn : 



PHASE 1) All the movements are carried out. Important: A 

Maximum of One division is allowed in each location. Notice 

that the enemy has a small edge in that its divisions are moved 
first. (This can be explained by the fact that they know the 
territory better, but it shouldn't cause much difference 
anyway.) It will only affect things if two (or more) divisions 

would like to move into the same spot; in those cases, the first 
division to be moved will get the spot. The same thing will 

happen if two of your own divisions, due to a miscalculation on 
your part, want to move in to a single spot. Since they are 

moved in numerical order, the lowest numbered division will get 
the space, and the other one will not be moved. 

While the units are moving, two other things will be taken care 
of: you will hear some sound and see a flickering block if a 

division steps into a minefield (yours or the enemy's); and if 
you chose for one of your Mine Dep layers to lay a mine, you will 
see that appear on the screen. (Note: if any division steps into 
a minefield, you will see it reported in the bottom display.) 



End — of— Turn, continued. 



PHASE 2): After the movements comes the Artillery bombardments. 
(There will be some sound for this also.) Though order doesn't 
matter here, you might like to know that your Artillery shots 
will always be shown first. They will appear as a flickering 
"X" over the target that they hit (even if it's a blank space*. 
If you actually do hit something, it will be reported at the 
bottom of the screen. 

When the enemy starts firing at you, it will ALWAYS aim for 
your Base. You will be shown at the bottom how many units you 
lose every time it hits you. 



PHASE 3) s This is the "Attack" portion of the turn. All the 
attacks given by you and the enemy will be resolved, starting 
with the enemy's (not that it matters in this case). Whenever 
there is an attack, the two divisions involved will have "X"'s 
placed over them. (There will also be sound accompanying it.) 
The division on the DEFENSIVE will be shown at the bottom of the 
screen. If one of your divisions are on the Defensive, then you 
will be told how many units that division lost in the battle. If 
the enemy is on the Defensive, then you will only be told which 
of their divisions you are attacking. (You will not be told how 
many units they lose.) 

This will continue until all the valid attacks have been 
resolved. ("Valid" attacks are those which are in the range of 
the attacking division. If the other division is out of range, 
then the attack will not be considered.) 

Note: Sometimes this part of the turn moves very quickly, so you 
should watch the screen carefully If you don't want to miss a 
battle. 



PHASE 4): This is the "checking" phase; all the battles have 
been resolved, and the computer is checking to see if any 
divisions have been destroyed (on either side). If a division is 
dead, it will be flashed on the screen with a message at the 
bottom. IF A BASE IS DESTROYED, the battle is over' (If BOTH 
bases are destroyed, then it is a tie battle.) The end of the 
battle will be covered in more detail on the next page. 
After the check for dead divisions is completed, the computer 
will deal with other "housekeeping" chores for a short while. 
During the time it is doing this, you will be given a rundown of 
your divisions, one by one, at the bottom of the screen. This 
display will tell you how many units each division now has. 
(Only your own divisions, of course.) 

PHASE 3>s Last, but not least, any enemy divisions that have not 
yet been sighted that ARE IN SIGHTINQ RANGE (under 4 spaces, 
give or take) will be shown. 



The End-of-Turn, continued. 



After completion of Phase 5, You are FINISHED THE TURN • ! 
You will now begin the next turn, with the same starting display 
as before (showing the number of enemy divisions 
Sighted/Destroyed) . 



So, BET TO IT! 



End o-f= -trie* BsittXea, 



As mentioned before, the Battle will end as soon as one of the 
Bases is destroyed. When that happens, you will be shown the 
locations of all the remaining enemy divisions. You will then be 
prompted to press <ENTER>; after you do, you will be given the 
full-screen display of all the remaining divisions on both 
sides, and the number of units left for each. (You can use this 
for comparision purposes; it also gives you a chance to see how 
well you did In your battles against their divisions by seeing 
THEIR losses.) Press <ENTER> from that display, and then you 
will be given an appropriate message to end with. 



And that's it! 



For those of you who arm waiting for hints on how to wins there 
are none. This manual contains all the information you need to 
become victorious in you endeavours, and even more. 

So all I have to say is... 



l_u«